Level 20 is a rare threshold in Dungeons & Dragons, where players pretty much turn into gods. It's a point where everyone reaches the end stage of the campaign and there aren't many threats left, apart from a Tarrasque or two. Consequently, many players don't reach this point, which is a shame since that means they miss out on the best that their class can be.
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Some level 20 class features can turn the tide of battle and also mark the full potential of a class. Utilizing them well can result in the most heroic (or villainous) moments that D&D has to offer. Not all of them are created equally though, and some players might want to check out what a class can achieve by level 20 before they commit to that class for a long campaign.
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Updated on March 19, 2024, by Mara Cowley: Dungeons and Dragons remains one of the most popular TTRPG, thanks to the streamlined experience 5E offers, and the multitude of supplements available for DMs to garner inspiration from, or make use of the pre-written adventures. As of now, the D&D max level is 20, but players can gain more bonuses at this level in the form of class features, to make their max level character even more powerful still. This article already included many of the best level 20 class features available across all D&D classes, but there are yet more, which is why this article has been updated. Now players have more overpowered options for their level 20 builds.
21 Mortal Bulwark (Paladin)
Gain True Sight More Than Once Per Day
Undoubtedly one of the powerhouses in the world of D&D, the Paladin has yet another powerful level 20 ability that can turn the tides of most encounters in their favor. This ability can only be accessed with Paladins who follow the Oath of the Watchers.
By using their bonus action, the Paladin can invoke this ability and gain True Sight of 120 feet. They also advantage on attack rolls against aberrations, celestials, fey, fiends, and elementals. In addition, whenever they hit an enemy with an attack roll, they can force it to make a Charisma saving throw against their spell save DC. Should they fail, they will be banished to their native plane of existence. Paladins can invoke this ability again by using a 5th-level spell slot, so it can be used more than once a day.
20 Focused Casting (Spellcaster Sidekick)
Nullify's the Risk of Losing Concentration
Sidekicks are alternatives for the DMPC (Dungeon Master Player Character), often essential when running campaigns with fewer players. They are friends to the player character and can offer aid during combat as well as someone they can RP with during downtime. One such sidekick is the spellcaster, who gains access to the wizard, druid, cleric, bard, and warlock spellcasting list.
When the sidekick reaches level 20, they gain access to the rather useful Focused Spellcasting class feature. While not the strongest feature, the fact that the sidekick can no longer lose concentration upon taking damage makes it very useful when such situations arise.
19 Eldritch Master (Warlock)
Gain Back All Spell Slots One Per Long Rest
The Warlock doesn't really have problems conserving their spell slots, as they replenish every short rest. However, having some form of trump card can make them even more formidable. In this case, the Eldritch Master class feature is pretty much an Uno reverse card that gives them back all their spell slots.
The feature allows Warlocks to regain any spell slot they expended simply by invoking their patron. This doesn't sound like much, but it can be more generous compared to the Sorcerer's level 20 class feature. After all, Warlock spells can be devastating.
18 Superior Inspiration (Bard)
Never Worry About Running Out of Bardic Inspiration
The Bard class is all about debilitating foes and buffing allies — and then spinning a tale about the encounter. This class of poets, performers, and musicians comes equipped with abilities the party will be thankful for, with the main one being Inspiration. Bards can provide any ally an additional die to add to attack rolls, ability checks, or saving throws, with the dice scaling from a humble d6 to a d12.
Because it's such a useful buff to provide to frontliners, Bards may find themselves running low on inspiration in combat-heavy sessions. That's where Superior Inspiration comes into play. If the bard has no Inspiration left, they gain one use when they roll initiative. While not as exciting as other level 20 abilities, it could still come in clutch in the tough combat of the higher levels.
17 Three Extra Attacks (Fighter)
Gain More Attacks Per Turn
Sometimes, the best move is a no-nonsense direct attack that will finish the fight or shorten it significantly (especially if it crits). For that, the Fighter never fails to disappoint. At Level 20, the Fighter gets a straightforward extra attack to add to its existing two from the 11th level.
Considering how easily the Fighter can stack up damage buffs and other combat tricks, three extra attacks can be devastating. Expecting all three of those to land a natural 20 is a little too optimistic, but the chances are never zero. If not, the Fighter will still be a spectacle for the whole party per turn.
16 20 Sorcery Points (Sorcerer)
More Powerful Spell Options
Sorcery Points are rather underrated as tools for the Sorcerer since they're highly versatile. It's just that a lot of players can get unimaginative with what they want to do with an additional Sorcery Point in Level 20. However, Sorcerers can easily turn this into additional Spell Slots.
One additional Sorcery Point at Level 20 could easily transform that additional 4th-level Spell Slot into a 5th-level one, for more powerful spell opportunities. The best part is that converting these Sorcery Points into Spell Slots counts as a Bonus Action.
15 Soul of Artifice (Artificer)
Stave off Death's Door with Magical Infusions
Introduced in Eberron: Rising From The Last War and fine-tuned in Tasha's Cauldron of Everything, the Artificer is a unique class that combines magic and technology, and uses this combination to devastating effect. They don't fit into every campaign setting, but when they do, the world will become their playground. A strong class at early levels, Artificers are not be taken lightly at later levels either.
By the time they reach level 20, the Artificer will probably have their fair share of magically imbued items that they can draw on for power. They gain a +1 to all saving throws per magical item that they are attuned to, and can use their reaction when they are dropped to 0 HP to end one of their infusions and instead drop to 1HP. While this doesn't seem all that powerful, that 1HP could be the difference between life and death.
14 Foe Slayer (Ranger)
Deals Additional Damage Equal to their Wisdom Bonus
Foe Slayer for the Ranger is an even more candid class feature compared to the Rogue. It's a straight-up damage or accuracy boost which helps in any situation. Foe Slayer allows a Ranger to add their Wisdom bonus to attack or damage rolls. This can be applied before or after the players have made the roll.
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It's like Bardic Inspiration, except that skill also stacks with Foe Slayer, resulting in attacks that rarely miss or turn out as embarrassing whiffs of damage. This can also be applied generously and per turn, making it one of the most available and accessible level 20 class features.
13 10d6 Sneak Attack (Rogue)
Mass Amounts of Additional Damage
Rogues are already capable of inflicting devastating sneak attacks, but starting at Level 19 and continuing to Level 20, they get additional damage die, turning their sneak attack damage bonus into 10d6. Given how easy it is for Rogues to weave in and out of engagements and visibility, maximizing that damage bonus is effortless.
That additional die might as well be two additional dice since sneak attacks usually roll with Advantage. Technically, Rogues don't need to be Level 20 to get that max sneak attack bonus, but this 10d6 works so well with the Stroke of Luck class feature, and a lot of DMs skip Level 19 and head straight to 20 anyway.
12 15 Spell Slots (Paladin)
More Spell Slots Means Much More Damage
Speaking of Level 19 class features that become a lot stronger at Level 20, the Paladin's 15 Spell Slots easily become too busted at max level. They can readily combine that with the Sacred Oath improvements to perform some of the most jaw-dropping Divine Smites known to humankind.
Heck, Paladins can even expend all 15 of those Spell Slots in addition to their Level 20 Sacred Oath bonuses and advantages. Rough math suggests that it might be possible to kill a Tarrasque at full health in just one turn by taking advantage of this class Level 20 class feature.